Talents Spell Casting (D) Spell Matrix Karma Ritual Thread Weaving (Nature) (D) R/W Magic Identify Plant (D) SECOND CIRCLE
THIRD CIRCLE
FOURTH CIRCLE
FIFTH CIRCLE
SIXTH CIRCLE
SEVENTH CIRCLE
EIGHT CIRCLE
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Spell Defense: The Druid gains +1 to his Spell Defense Talents Summon Elemental Control Elemental Bargain with summoned Elemental (D) TENTH CIRCLE
ELEVENTH CIRCLE
TWELFTH CIRCLE
THIRTEENTH CIRCLE
FOUTEENTH CIRCLE
FIFTEENTH CIRCLE
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TALENTS - SPELLS
Step Number: Rank + Perception Action: yes Skill use: yes Karma: no Strain: no Plant Search
Forge Wooden Blade
Summon Bee Swarm
Resist Poison
Plant Portal
Call Animals
Summon Elemental
Control Elemental
Bargain with Elemental
Call Storm
Call Lightning
Save Forest
Punish sinners against the forest
Forestwalk
surroundings.
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Weather Lore Threads: no Difficulty: NA/7 Range: NA Duration: NA Effect: Foresee weather Casting Difficulty: 2 The Weather Lore spell allows the caster to foresee the weather for 1D4 days. Thorn Dagger Threads: no Difficulty: NA/11 Range: 40m Duration: 1 round Effect: Willforce + 5 Casting Difficulty: Target The Thorn Dagger spell is a physical attack, and makes EFFECT- damage, physical armor protects. Cook Vegetables Threads: 2 Difficulty: 7/10 Range: touch Duration: 1D8+rank min Effect: Recovery +2 Casting Difficulty: 4 This spell enables the Druid to cook a soup of vegetables. If eaten and rested a while the character may make one of his recovery tests +2 Tranquility Threads: 1 Difficulty: 6/12 Range: touch Duration: rank +5 rounds Effect: Willforce +4 Casting Difficulty: Target The spell calms the enemy down. The target gets weak and tired. He gets on any activity –rank in SC steps. The target may resist in making a Willpower test against the effect. 2nd Circle Heat Metal Threads: 2 Difficulty: 6/13 Range: touch Duration: rank rounds Effect: Heats Metal Casting Difficulty: target Heats metal up to rank *100°C The enemy gets damaged: Step 4 in the first round, step 5 in the second… Without armor!! The Broken Lance Threads: 1 Difficulty: 9/17 Range: 120m Duration: 1 round Effect: Willforce +6 Casting Difficulty: Target This spell can be used to destroy or damage wooden weapons, such as spears, Lances and other Pole Arms. The damage is EFFECT. The SC test is whether made against the SD of the user or the weapon, whichever is higher. Forged Weapons resist to 10 % per “+”. Gift of Sung Threads: no Difficulty: NA/17 Range: touch Duration: rank+5 rounds Effect: damage transfer Casting Difficulty: target The Druid may sacrifice his own hit points to power a comrade. The druid makes an SC test against the targets SD and creates a link between them. Then he may transfer as many damage points as he likes. Whether from him to his companion or reverse. 3rd Circle Astral Sight Threads: no Difficulty: NA/13 Range: Self Duration: rank rounds Effect: Willforce +6 Casting Difficulty: 2 Works exactly as the talent but without the strain. Despair thy Eyes Threads: no Difficulty: NA/15 Range: 100m Duration: rank rounds Effect: Willforce +2 Casting Difficulty: Target The spell works only against targets, which are using their eyes to see. Then the D. makes an SC+Effect test. The Target gains –(rank + 5) steps. The target may avoid the effect by making a WP test against the EFFECT. Wooden Shield Threads: 1 Difficulty: 7/14 Range: Self Duration: rank +10 rounds Effect: Willforce +7 Casting Difficulty: Target SEE Shield Mist (ED 177) Dancing club Threads: 1 Difficulty: 9/13 Range: 40m Duration: rank +3 rounds Effect: Willforce + 6 Casting Difficulty: see below This spell animates a piece of wood. This is club can attack foes if the druid wishes so. First to animate the club make a SC test against the SD of the wooden piece (usually 2), then if the druid wants to attack with “his” club, make another SC test, but yet against the SD of the foe. The damage is EFFECT. The club attacks the enemy until the enemy is dead or the druid is unconscious or the club dispelled. Thoughts like Clouds Threads: var. Difficulty: 9/19 Range: 100m Duration: 1 round Effect: Willforce +7 Casting Difficulty: Target The Druid casts this spell to disturb other Spell Casters. The Druid has to wave one thread less he wants the other Caster to lose. Then he rolls the Effect- dice. This is the Difficulty of the willpower test the opponent has to make for every thread lost. 4th Circle Gateway through the Forest Threads: 5 Difficulty: 8/ 16 Range: touch Duration: rank +5 days Effect: allows transport through the wood Casting Difficulty: see below The druid may open a bit of astral space to get to a special point in the wood. The Difficulty depends on the range: 2-10 km: 5 And so on,…. 11-20 km: 7 21-40 km: 9 41-60 km: 11 61-90 km: 13 91-150km: 15 151-300km: 17 Invitation Threads: 1 Difficulty: 9/14 Range: 120m Duration: rank rounds Effect: Willforce +7 Casting Difficulty: Target This spell draws a person to the caster, very near or as near as the caster wants to. This is a good spell to bring enemy spell and bow users near. If there is a pit or an other obstacle, the victim will fall in (in the case of the pit) or suffer from other disadvantages. The victim may resist by WP test vs. the EFFECT. Animate Tree Threads: 2 Difficulty: 10/17 Range: touch Duration: rank +10 rd Effect: Willforce +2 Casting Difficulty: Target (usually 2) This spell animates a tree directly under the control of the D. DEX: rank TOU: rank +7 WIL: rank -2 STR: effect PER: effect-4 CHA: effect +1 Ini: rank PD: effect Attack: effect SD: effect-2 Damage: effect +5 SC: effect +7 UC: rank*10 Physical: effect Death: rank *11 Mystic: effect-5 Wound: rank +7 LP: rank*50 The D. may spend 2 BM to extend the dur to 1y 5th Circle Heal Tree Threads: 2 Difficulty: 10/13 Range: touch Duration: 1round Effect: Recovery +4 Casting Difficulty: Target (usually 2) This spell is used to heal trees, which were damaged. The tree recovers EFFECT Hit points. This may also be used to heal animated trees. River Song Threads: 2 Difficulty: 10/20 Range: 120m Duration: rank +2 rounds Effect: Summons water nymph Casting Difficulty: 10 This water nymph attacks the nearest enemy if the caster wants the nymph to attack an other foe he has to succeed a social test against the nymph. He also must have at least a 1liter of water to cast this spell. Every use of this spell costs 1liter. Ruskali DEX: 8 TOU: 5 WIL: 10 STR: 4 PER: 11 CHA: 12 Initiative: 8 Physical Defense: 10 Number of Spells: 2 Spell Defense: 14 Spellcasting: 12 Social Defense: 13 Effect: see below Physical Armor: 2 Death: 56 Mystic Armor: 7 Unconscious: 48 Powers: Water Blast, 20 Wound Threshold: immune Wash, 12 Form Wood Threads: 2 Difficulty: 11/19 Range: 120m Duration: rank +3 min Effect: Willforce +6 Casting Difficulty: see below The Druid makes a SC test against the casting difficulty, which is 1 for every m^3. Then he may perform tasks with the wood, such as creating stairs…The object must not be very difficult to build, like brooches. 6th Circle Thorn Maiden Threads: 2 Difficulty: 10/ 21 Range: 60m Duration: 1 round Effect: Willforce +8 Casting Difficulty: Target This is the most powerful attack spell used by druids. It works against mystic armor and defeats the armor on an average success. When the spell is casted and is successful it looks like as if the victim is within a wooden iron maiden. This impresses the fellows of the foe so, when they see it, that they gain –1step to all tests and their PA lowers 1 point; all those mali endure until the druid is within the fight. If the Druid cast more Thorn Maidens, the Mali are comulative! Wooden Cloak of Healing Threads: 3 Difficulty: 12/23 Range: touch Duration: 1 round Effect: Willforce +13 Casting Difficulty: Target This is a healing spell. The Target may make one of his remaining Recovery tests with the Effect step. 7th Circle Wooden Cage Threads: 2 Difficulty: 12/25 Range: 60m Duration: rank rounds Effect: Willforce +15 Casting Difficulty: Target The druid makes a Wooden Cage against the Target and determines the Effect. If done so the target gets trapped into a cage of wood. This is normal wood and burns, but trapped in the cage no one may cast any spells. The death rating of the cage is the effect. The victims in the cage may only be attacked and attack with missiles. Enhance Power Threads: 1 Difficulty: 15/25 Range: 20m Duration: rank+10 rounds Effect: +5/+5 This spell enhances whether the melee weapons talent and the strength or the spell casting and the Willforce talent by 5.This spell may only be laid on characters, which are fighting against the enemies of the druid’s wood. Such as characters hunting down a Horror haunting the forest. 8th Circle Wall of pine needles Threads: 2 Difficulty: 12/27 Range: 30m Duration: rank +8rounds Casting Difficulty: 2 The druid creates a wall of pine needles up to 100 m^2. The wall may not be placed where something is already. If someone else than the druid gets near the wall (2metres) the wall will attack. The D. ´s SC is the attack test and the Effect is the Damage. Physical armor protects. The wall has no spirit or bones and may only be attacked by spells against physical armor; except Ice Spear. Hit Points: Effect*10 Summon Lhurgoyf Threads: 3 Difficulty: 16/30 Range: 5m Duration: rank hours Effect: Lhurgoyf Casting Difficulty: 11 Lhurgoyf: DEX: 12 TOU: 13 WIL: 15 STR: 15 PER: 10 CHA: 12 Initiative: 8 PD: 12 Attack: 15 SD: 11 Damage: 22 SC: 14 Unconscious: 78 Physical: 10 Dead: 86 Mystic: 8 Wounded: 15 LP: 500 The Lhurgoyf is the incarnation of the forest itself. The Druid must not be next to or in his forest but must have some living from the forest with him/her, such as an animal or a plant. The Lhurgoyf will do nearly everything the druid expects from it. It will not do any suicidal tasks. Push Karma Threads: 3 Difficulty: 17/34 Range: touch Duration: rank +15 min Effect: Willforce -2 Casting Difficulty: Target This Spell can increase the Karma dice of the target Character. The Druid rolls the Effect dice taking the character’s circle and Karma step together. He has to achieve good success to increase the step by 1, an excellent success to increase it by 2 and an extraordinary success to push it by 3 steps. 9th Circle Summon Liege Threads: var. Difficulty: 17/34 Range:0 Duration: var. Effect: see below Casting Difficulty: see below This spell enables the character to summon a liege. This Liege is a human shaped non-living creature. This Liege has no will of himself but is absolutely loyal to the druid. To summon a Liege takes a lot of time. At first the druid has to build a corpse of dead wood. The Liege may have as many arms, legs, and other extremities such as wings, but the Liege cannot fly, but it does not have to breathe air at all. Just to make the corpse alive takes 5 threads. To increase an attribute a thread has to be woven to it . The starting values are: DEX: 5 TOU: 5 WILL:5 STR:5 PER: 5 CHA:5 Ini:5 PD: 5 Attack: 5 SD: 5 Damage: 5 PA: 0 Unconscious: See TOU MA:0 Wounded: See TOU LP:5 Dead: See TOU To add an ability takes an extra thread. And for each step of this ability an other. EX: Griad a human druid wants to make a Liege(5 threads) which has a spell casting ability (one thread) the Liege shall have SpellCasting on step 10 (add 10 threads). In sum 16 Threads/days One thread may be woven a day. The Liege exists for 11 years or until killed. The Liege cannot speak, but understands his masters command Disrupt Elemental Threads: 2 Difficulty: 16/40 Range: 100m Duration: rank +10 min Effect: Willforce +10 Casting Difficulty: Target This spell forces an elemental to return to astral plane for the Duration of the spell. The elemental has to stay on this spot on the astral plane. The elemental may make Willpower test against the Effect to stay on the real plane. After banned it may not make anymore. Enhance Wooden Weapons Threads:1 Difficulty: 17/34 Range: touch Duration: rank Effect: +15 Damage Casting Difficulty: target This Spell enhances the damage step of one wooden weapon. Be it a club or a weapon created by druids (own also). This spell lasts for as many blows as the druids rank in SpellCasting. Even if between the blows are 100 years difference. Only one spell may affect that weapon at the same time. Only if the blows are used may a new spell be lain upon that weapon. |